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#11 | |
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Join Date: Aug 2004
Location: Saskatoon, SK
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MiB 7704 Playing: GURPS Nordlond Dragons of Hosgarth Running Savage Worlds Slipstream (Flash Gordon style pulp) |
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#12 |
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Join Date: Sep 2004
Location: Oldenburg, Germany
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It's also worth contemplating what GURPS can do better than the original rule system with little effort.
In D&D, for example, nonhumanoid races or races that are vastly more powerful than humans are frequently an awkward fit for the rules - but in GURPS, they are not a problem. Similarly, obscure sources of power available within D&D settings are often shoehorned into awkward "prestige classes", while GURPS could do such things far more flexibly. Or take Numenera - an awesome setting, but player characters are shoehorned into an awkward class/descriptor/focus/level system. In GURPS, on the other hand, you could just pick a bunch of appropriate Power Sources (nanotechnological, biological, whatever), select appropriate Powers (or make up a few new ones of your own) and go wild - that will allow the players to make character concepts that are fully as awesome as the setting!
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GURPS Repository • Sunken Castles, Evil Poodles - translating German folk tales into English! |
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#13 |
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Join Date: Sep 2004
Location: Montréal, Québec
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Sometimes, a mechanical difference is very important to the feel of the setting; the mistake is to awkwardly emulate the mechanic in GURPS. I recommend either:
1. Use the mechanics side-by-side: I've run Mekton games using GURPS PCs, but all mecha action used Mekton initiative, damage, hit locations, etc. Actual hit rolls and defenses used GURPS skills and dice, however. 2. Look not at the mechanic but at its desired effect on PC and NPC bahaviour, and try for a GURPS-friendly way to accomplish that, without all the cruft that comes with it in the original system. Two examples using D&D magic: 1. Make spell slots an advantage and use the spell lists unchanged. Saving throws are converted to DX, HT and Will rolls, 5' ranges become 1 yard, and damage is based on something like Thrust(multi-target) or Swing (single target) for ST equal to whatever stands in for IQ+Magery+2xSpell Level. 2. Figure out what you like about D&D magic. Is it the 15-minutes workday? Preselecting spells in the morning? How wild and colorful the spells feel compared to the very tame GURPS magic? Different types of casters with separate lists? Larger area spells? Let's say it's the power and 15-minutes workday: use MP based on IQ+Mageryx5, which regenerate daily - but -1 to spell skill per 5 MP used, to stop channeling everything into the same spell. Powerful alpha strikes, not often. Last edited by ArchonShiva; 04-29-2015 at 09:06 AM. |
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#14 |
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Join Date: Dec 2008
Location: Behind You
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GURPS magic can be pretty tame. That is one thing I like about D&D.
I need to learn how to make a working corruption system from Horror. |
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#15 | |||
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Join Date: Dec 2006
Location: Eindhoven, the Netherlands
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Some examples I came up with: For Fire: Quote:
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But one of the things I like about GURPS Magic is that it's pretty physics based. I found it frustrating to try to play my DF wizard like a piece of artillery, because all the fighters and archers were just more efficient damage dealers than he was. But for changing the battlefield, rewriting the rules of combat, or solving problems in unusual ways, nobody was better than a wizard, and I really enjoyed that. It's not something that, in my experience, D&D wizards were as good at (but I mostly played 4e and 13th Age)
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My Blog: Mailanka's Musing. Currently Playing: Psi-Wars, a step-by-step exploration of building your own Space Opera setting, inspired by Star Wars. |
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#16 |
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Join Date: Aug 2012
Location: Estonia
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As much as I have learned from strolling the DD related forums teh 3/3.5 Wizards are renown for battlefield control and "alternative win" conditions etc. They can be impressive in raw damage department too but the thing the optimized ones are most (in-)famous is circumventing all the normal constraints of battle and logistics, investigations etc. completely.
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